Closed SachsKaylee closed 8 months ago
Hey thanks for using :D
One way to achieve it is creating a simple overlay
ImGuiWindowFlags flags = ImGuiWindowFlags.NoDecoration | ImGuiWindowFlags.NoDocking | ImGuiWindowFlags.AlwaysAutoResize | ImGuiWindowFlags.NoSavedSettings | ImGuiWindowFlags.NoFocusOnAppearing | ImGuiWindowFlags.NoNav | ImGuiWindowFlags.NoMove;
if (ImGui.Begin("Example: Simple overlay", flags))
{
ImGui.Text("Simple overlay\n (right-click to change position)");
ImGui.Separator();
if (ImGui.IsMousePosValid()) {
var io = ImGui.GetIO();
ImGui.Text($"Mouse Position: ({io.MousePos.x}, {io.MousePos.y})");
}
else {
ImGui.Text("Mouse Position: <invalid>");
}
}
Do you have a reference what you want to do?
Hello, we are currently investigating using this library as our main UI solution in our current game. We have so far been using the native Unity IMGUI solution, but are hitting a lot of bugs/issues/missing features with it that would take a very significant amount of time to fix or implement. We have decided to use a non-retain mode for our UI to simplfy development due to not having to write as much UI glue code.
Integrating this project worked flawlessly, however I've noticed that all UI calls are always drawn within windows. While this is a nice feature we will certainly be utulizing for several aspects of the game, we would require the main UI to be drawn directly on screen, without a window wrapping around it.
How can this be achieved with this library?
Thank you for your time!